Super Punch-Out!! - Walkthrough

a FAQ/Strategy guide from the sexiest duo since Briana met Jenna...
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For the Super Nintendo Entertainment System
version 2.6 -=- last updated January 8th, 2008
by Brian Sulpher and
Richard Arnatt (a.k.a. Guitarfreak86)
______________________________________________________________________________
/_____________________________________________________________________________/
The text contained within this document is the sole Copyright of
Richard "Guitarfreak86" Arnatt and Brian P. Sulpher
The only sites allowed to host this document are:
- GameFAQs.com and other CNET sites.
- The IGN/GameSpy family of websites.
IF YOU FOUND THIS DOCUMENT ON _ANY_ OTHER SITE, PLEASE CONTACT US
IMMEDIATELY VIA THE EMAIL ADDRESS: RICHARD.ARNATT [AT] TALK21.COM
OR ALTERNATIVELY CONTACT BRIAN VIA: BRIANSULPHER [AT] HOTMAIL.COM
COPYRIGHT THEFT IS A CRIME; DON'T ALLOW SUCH CRIMINALS TO PROSPER
______________________________________________________________________________
/_____________________________________________________________________________/
T a b l e o f C o n t e n t s
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
* * * * * * * * * * * * * * * *
T H E B A S I C S
i. Introduction
ii. Controls
iii. Scoring
* ~ * ~ *
W A L K T H R O U G H
iv. Minor Circuit
v. Major Circuit
vi. World Circuit
vii. Special Circuit
* ~ * ~ *
M I S C E L L A N E O U S
viii. Cheats and Secrets
ix. Credits
* ~ * ~ *
______________________________________________________________________________
/_____________________________________________________________________________/
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.||. .||. ||. '|...' .||...|' '|..'|' |'..|' .||. '|...' |'..|'
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______________________________________________________________________________
/_____________________________________________________________________________/
I n t r o d u c t i o n
=-=-=-=-=-=-=-=-=-=-=-=
* * * * * * * * * * *
Super Punch-Out!! is easily the best boxing game to be released on the Super
Nintendo platform, and many would argue that it is the best of its kind EVER
MADE! Opinions aside, though, it is definitely a game worth having in your
collection, due to the immensely fun game-play and top notch replay value.
Your goal in Super Punch-Out!! is to enter the cut-throat World of Professional
Boxing, fighting your way through the ranks until you become the World Circuit
champion! It doesn't end there, though, as true SNES purists will no doubt want
to dabble in the game's legendary "Time Attack" mode, where they have to beat a
specific opponent in a set amount of time. The term "Hardcore Gamer" could have
been invented for this mode, considering the sheer difficultly of playing a
near-perfect match against the tougher characters of the World Circuit bracket.
There are four circuits in Championship Mode: Minor Circuit, Major Circuit,
World Circuit and a hidden "Special" Circuit when all other circuits have been
completed. Within each circuit you will have to face four opponents (back-to-
back) with only three continues should you be defeated during your progression
through the contest. Once you have successfully defeated all four opponents in
your circuit, the next one becomes available. This might not sound like much,
but once you've made your way up to the later stages of the Championship Mode,
you'll realise quite how taxing this "Pro Boxing" lark really is!
The bouts themselves are fairly faithful to the mechanics of a real professional
match, which are explained later on
Before embarking on our valiant journey into the realm of SNES domination,
however, we thought it only good and proper to first say a few words to
introduce this project, and our goals therein...
* * * * * *
Brian
-----
Well, well, well... Writing with a dude from England. Good to know those
Commonwealther connections still run deep and true!
Regardless of this little aside, Super Punch-Out!! is a fabulous game that is
the official follow-up to Mike Tyson's Punch-Out!!/Punch-Out!! for the Nintendo
Entertainment System. It ultimately does not live up to the name of it's
predecessor, but it does deliver a slightly different style of game that is
highly enjoyable. Inside a few favourites from the previous game will appear to
challenge you, though they seem to have lost a step for the most part.
Your job is to first master the punches your opponent's use, squeaking out some
victories. Then, your job is to get proficient enough to win without getting
knocked down. Finally, the speed strategies contained within this FAQ will
allow you to floor any of these guys in 20 seconds or less!
So, get your mouth guard in, tape up your fists, and lace up the gloves to go
take on the most colourful opponents you have ever seen!
BRIANSULPHER [AT] HOTMAIL.COM
There is my e-mail, so send me a message if you have anything to add, questions
you need rectified, or if you wish to send me money and whores! Well, the third
one is not true, but feel free to take part in the first two suggested!
* * * * * *
Rich
----
For those of you unfamiliar with the ins-and-outs of FAQ writing, Brian Sulpher
is an icon of GameFAQs.com, and writes guides (for a living) on IGN.com. And so,
when the opportunity arose to co-write a guide for one of my all-time favourite
games, with one of the big hitters of FAQ writing, only a fool would have
declined!
Hence, here is the fruition of our labours: a concise, tightly written piece of
literature, that hopefully will improve the gaming ability of all who read it.
Of course, nobody (not even Brian) is perfect, so if you have any issues with
the information presented in this document, do not hesitate to contact me via
this e-mail address:
RICHARD.ARNATT [AT] TALK21.COM
Righty-oh! I have a bit of a reputation for being long-winded in my introductory
passages, so before I get lost in a stream of self-indulgence, I will simply
state that I hope you will find this guide both enjoyable and informative in
equal measures. Have fun!
______________________________________________________________________________
/_____________________________________________________________________________/
C o n t r o l s
=-=-=-=-=-=-=-=
* * * * * * *
Due to the first-person perspective utilised in Super Punch-Out!!, the controls
for this game are surprisingly intuitive when compared to more recent attempts
at this genre, for example the "Knockout Kings" or "Ready 2 Rumble" series of
games. There are two main aspects to controlling your character, which I will
deal with separately. These two aspects are entitled "Punching" and "Guarding".
NOTE: The controls listed here reflect the default controller configuration,
Which can be easily modified using the "Button Setting" screen.
___________ _ _ _ _ _ _ _ _
/ PUNCHING /////////////////
¯¯¯¯¯¯¯¯¯¯¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯
The following controls listed show how to perform all of the various offensive
manoeuvres available to you in the game. Separate button presses are separated
by a comma, while simultaneous joy-pad commands are denoted with a "+" sign:
[Y] button - Left body-blow. Fairly damaging but easily blocked.
[B] button - Right body-blow. Again, fairly damaging, and very
useful against fighters like Piston Hurricane and
Bald Bull.
Up + [Y] button - Left jab. Fast, but deals very little damage and
Is easily anticipated (or possibly countered) by
Stronger opposition.
Up + [B] button - Right jab. Fast and effective, delivering slightly
more "oomph!" value that its left-handed
counterpart.
================================ SUPER PUNCHES ================================
These moves can only be performed when the Special (or "S") gauge on the
bottom of your screen is filled and flashing. To fill your "S" gauge, simply
connect with a flurry of punches without receiving damage from your opponent.
The "Super Punches" are extremely powerful, but if blocked (or *shudders*
countered) then you are in BIG trouble, mister!
Here are the various "Super Attacks" that are available to you:
[A] button - Right hook. A devastating blow to the opponent's
mid-section. By far the most physically damaging
move in your artillery.
[A], [A] - Rapid hook. A flurry of crushing body-blows that
continues until the opponent backs away or falls
down to the canvas.
Up + [A] button - Uppercut. A piercing blow to your foe's chin.
Because of it's sheer pace and precision, you can
easily stun your opponent, allowing for some tasty
unguarded blows to score big damage without
retaliation.
Up + [A], [A] - Rapid uppercut. A gamble of sorts, as if you time
this well then the ensuing series of hits will
almost certainly put your opponent out for the
count. Mistime it, however, and you'll pay dearly
as the opponent has bags of time to counter with
one of his own special attacking combo.
===============================================================================
... and that's it for the attacking aspect of the game. Next up, guarding and
evading your adversary's attacks. Hold on to your hats!
___________ _ _ _ _ _ _ _ _
/ GUARDING /////////////////
¯¯¯¯¯¯¯¯¯¯¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯
Good defence is the sign of a great fighter, and without it you will never
progress beyond even the least able of competitors. It's all very well going in
their all gung-ho about things, but if you can't withstand their
(understandably) aggressive response, you might as well lie down on the mat
right now before you get yourself REALLY hurt.
You have three choices when it comes to defending yourself: blocking, dodging
and counterattacking...
BLOCKING
--------
There are two types of block available to you, one of which defends against
attacks to the body and another which protects the face of your fighter. For
obvious reasons, these are referred to as the "high guard" and "low guard"
techniques.
To perform a low guard, press nothing... that's right, NOTHING! Low attacks are
guarded by default, provided no other action is being performed. To raise your
guard and protect your face, hold UP on the directional button. When low-
guarding, you are vulnerable high attacks, and vice versa, hence knowing when to
use each particular technique is vitally important.
When it comes to deciding which one to use, the only advice I can give you is to
familiarise yourself with the various fighters' moves, enabling you to predict
whether their next punch is going to be a body-blow or a jab. This sounds rather
complicated, but hopefully a quick peruse of Brian's marvellous strategies will
tell you all you need to know :)
DODGING
-------
If blocking your opponent's onslaught is a little too much for you to handle,
your next best option is to simply evade his attack altogether. Of course, from
a tactical perspective, dodging is undesirable, as it leaves no opportunity for
you to respond with an attack of your own, but as a beginner it will be the
defensive manoeuvre that you will become most immediately familiar with.
To dodge an attack, press LEFT, RIGHT or DOWN on the directional button to bob
and weave in the corresponding direction. The effectiveness of dodging depends
on the nature of the punch you are trying to evade. Luckily, Brian's strategies
should come to the rescue. God bye thee, Brian, you're a special one :P
COUNTERATTACKING
----------------
Your opponents will throw punches at your boxer, often in a continual flurry
until you dodge and throw some punches afterwards to stun them, right? Well,
you can in fact intercept their punches, stunning them a little bit quicker as
well as damaging them a fair bit (because of their vulnerability) of when the
punch lands. If the action is properly performed, your opponent will be stunned
by this, or they may even fall down if it is an especially nasty attack that
gets intercepted. If they use their right hand to punch, a left handed punch is
required to counter their punch, and the same holds true for their left hand
punch requiring the use of a right hand punch. The following are the basic
punches that can be countered, including the required punch to do so:
Opponent | You
-----------+------------
Jab | Jab
Body Blow | Body Blow
Hook | Body Blow
Uppercut | Body Blow
Cross | Jab
Remember that some opponents have specific attacks that can be countered, but
those same attacks will be covered within their own section in the walkthrough
portion of the guide.
* * * * * *
______________________________________________________________________________
/_____________________________________________________________________________/
S c o r i n g
=-=-=-=-=-=-=
* * * * * *
At the end of each bout, you performance is assessed and you are awarded points
based upon this assessment. Here is a detailed breakdown of how points are
allocated in Super Punch-Out!!
Normal Punch = 30 Points
------------------------
This constitutes any old Jab or Body Blow that you successfully land on an
opponent that just hurts them (no stun) or after they have been stunned
(continues stun till they break out of it).
Counter Punch = 100 Points
--------------------------
This is a punch that stuns an opponent just as they begin to throw a punch of
their own (see the definition of Counter Punching in a previous section for
exact details on how to counter specific punches).
Uppercut/Hook = 150 Points
--------------------------
Once your Power Meter is filled, you will be able to toss a hard hitting punch
(either a Left Hook or a Right Uppercut). When they successfully penetrate an
opponent's defense, they will score a high point value.
Rapid Punch = 80 Points X # Of Punches Landed
---------------------------------------------
Once your Power Meter is filled, you will be able to toss Rapid Hooks/Uppercuts
that damage the opponent repeatedly as well as score 80 points per punch that
connect.
Knockdown = 500 Points
----------------------
Use a Body Blow or a Jab to knock an opponent down to receive this score.
Super Knockdown = 1500 Points
-----------------------------
Use an Uppercut, Hook, or Rapid Punches to knock an opponent down to receive
this score.
Special Prize = Various
-----------------------
This score is awarded for performing some action that is not covered by other
scoring areas. The list below are all of the known special scoring
opportunities that are known (please e-mail any others you know of, including
strategies for getting them):
ACTION | BONUS
------------------------------------+--------------
Dizzy An Opponent | 3000 Points
Knock Down A Dizzy Opponent | 3000 Points
Dodge Gabby Jay Tricolore Smash | 500 Points
Counter Gabby Jay Tricolore Smash | 3000 Points
Duck Bear Clapper | 250 Points
Survive Hurricane Rush | 500 Points
Dodge Bull Charge | 300 Points
Counter Bull Charge | 3000 Points
Dodge the Shuck and Jive Uppercut | 400 Points
Counter the Shuck and Jive Uppercut | 3000 Points
Duck Shanghai Special | 350 Points
Dodge Spit to the Eyes | 250 Points
Dodge Dreamland Express Uppercuts | 150 Points
Survive Irish Jig | 300 Points
Nail Heike during Mirage Dance | 500 Points
Duck Mad Clown Somersault | 300 Points
Duck Super Macho Man Spin Punch | 300 Points
Tag Narcis' Face | 500 Points
Dodge Four Iron | 150 Points
Counter Four Iron | 3000 Points
Dodge the Earthquaker | 500 Points
* * * * * *
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/_____________________________________________________________________________/
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| | '|..'|'.||..||. ||.'|.'.||. ||..||. '|..|' '|..'|.'||||..||. ||.
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/_____________________________________________________________________________/
M i n o r C i r c u i t
=-=-=-=-=-=-=-=-=-=-=-=-=
* * * * * * * * * * * *
This might be your first step on the path towards global domination, but you'd
better believe that this ain't gonna be no cakewalk, punk! Going in all
offensive will probably be sufficient to defeat the first couple of fighters,
but by the time you can even _contemplate_ the idea of being crowned the Minor
Circuit Champ, you'll have to be familiar with the basics of blocking and
dodging. For the would-be pros out there, mastery of the art of counterattacking
is a prerequisite, especially if you're chasing the legendary 6'00 s (!) time
that it takes either of us to polish off Piston Hurricane. You think we're
kidding on that one?! Read through this and you'll see...
____________
/ MATCH ONE / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯
Name: Gabby Jay
Age: 56
Weight: 110 lbs
Nationality: French
Pre-match Quote: "Let me win! I've lost so many times I
forgot how winning feels!!"
Victory Quote: "I like winning! Keep challenging me, it's
good for my ego."
Difficulty: Insulting
Time to beat:
OK, now I know it's kinda disrespectful to be beating up on an old man, but if
it stops him saying, "Yay!" in that ever-so-slightly camp voice of his, then
anything goes!
Gabby is by no means a skilled fighter, and even during your first fight you
should be able to anticipate when he is going to launch a fist in your
direction. Even if he does land a hit on you, his attacks are far from damaging,
and the amount of time allowed to you if he misses is plenty long enough to open
a king-sized can of whoop-ass on him.
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| RETREAT | About one minute into proceedings, Gabby's coach |
| | will yell "Back off.. Catch your breath!!" Gabby |
| | Jay will then adopt a defensive strategy, raising |
| | his guard and doing his best to dodge any of your |
| | attacks. He will maintain this defensive mentality |
| | for around 30 seconds and if he manages to evade |
| | your punches during this time, he will shout, "Yay" |
| | in that oh-so-annoying manner and regain some |
| | stamina (around a third of his health bar). |
| | |
| | Of course, because Gabby does not attempt to strike |
| | you during this time, you have the opportunity to |
| | deal some punishing attacks to Mr. Jay. Throw a |
| | couple of uppercuts when he drops his guard and |
| | you'll put him on the mat for a quick snooze! |
| | |
| | |
| TRICOLORE SMASH | Despite his age, Monsieur Jay has a particularly |
| | delightful little trick up his gallic sleeve. On |
| | occasion, Gabby will hop back and raise his fist |
| | in the air. He then leaps forward and delivers the |
| | mother of all right hooks to your ugly mug. If he |
| | connects -- and given the warning, he really |
| | SHOULDN'T do – you will be stripped of around a |
| | third of your health bar. Either dodge to the side |
| | to avoid this, or if you're feeling brave, |
| | carefully time a left body blow to counter him and |
| | send him crashing to the floor in one punch. |
| | |
'-----------------------'------------------------------------------------------'
Now, beating our froggy-munching adversary is by no means a challenge, but the
show-offs among you will be wanting to beat this sucker in the swiftest time
possible. Step forward, one Brian P. Sulpher, who will show you exactly how it's
done...
================================ SPEED STRATEGY ================================
Use five Left Jabs as soon as the Frenchman drops his guard, followed by pausing
briefly before throwing two Right Jabs. Now that your Power Meter is full,
immediately follow with an Uppercut to dizzy Gabby. He will stumble to one
side, before he begins traveling to the left again (towards your boxer), which
is when a Hook should be thrown to hit Gabby Jay in the stomach. If timed
properly, Gabby Jay will fall to the canvas and he will remain down for the KO!
================================================================================
Pull that off, and it will be you, my friend, who will be uttering "Yay!" when
you see your best time drop to around seven seconds. With Gabby Jay dispatched,
it's time we move on to our next opponent, the lumbering Bear Hugger, of Brian's
mother-land... (yeah, a big fatty with no shirt... I am from Canada not the
Deep South of the USA! - Brian)
* * * * * *
____________
/ MATCH TWO / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯
Name: Bear Hugger
Age: 32
Weight: 440 lbs
Nationality: Canadian
Pre-match Quote: "Watch out! I am a killer –
I am the Bear Hugger!"
Victory Quote: "You've come back for another spanking, eh?"
Difficulty: Easy (when you know how!)
Time to beat: 17.47s [set by Rich]
Unlike your previous fight, where you probably just mashed the controller until
Gabby stopped getting back up, fighting Bear Hugger takes an iota of strategic
thinking. Prior to reading this, your first few efforts against him would
probably have ended dismally, with nearly all of your hits being blocked or
countered. Once you know how he behaves, however, you'll have no trouble in
applying a fairly simple strategy to outfox him and claim a relatively simple
victory.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACK PATTERNS
---------------
Chest Taunts are what the well insulated Canadian will do until you take action.
You will need to either punch him once in the face or punch him in the stomach
to stun him while he taps his chest, otherwise he will block your attack, giving
him a golden opportunity to him start throwing punches around at will.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Due to his rather portly frame, body blows take no effect on Bear Hugger, and he
will poke his tongue out as a taunt every time you attempt one. To make matters
worse, he will counter most jabs with a devastating "Bear Clap" manoeuvre, which
saps almost a quarter of your stamina bar. The only time you can successfully
hit him is directly before or affect he launches an attack, or during the taunts
he delivers in the early stages of the match.
Despite the fact he looks more like Zoopster than any Canadian I've ever seen,
there's more to him than maple syrup and a penchant for the mounted police. Here
are some of the moves which you should be on the lookout for...
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| BEAR CLAP | Despite its bizarre nomenclature, this ISN'T some |
| | form of aggressive STI, but rather a very nasty |
| | counterattack when you hit him with a jab while |
| | his guard is raised. |
| | |
| | The easy way to determine whether he is about to do |
| | this move is to examine his blocking style as you |
| | punch. If he covers his face with both hands, get |
| | ready to duck! Bear Hugger will outstretch both |
| | of his arms and crash them, cymbal-stylee, on |
| | either side of your coiffured noggin. You cannot |
| | counter this attack, so pressing DOWN to duck is |
| | your only option. If you successfully manage to |
| | evade this attack, he will leave himself wide open |
| | for a deftly-timed jab (or Uppercut, if you have a |
| | full "Special" gauge. |
| | |
| DANCING BEAR | This usually occurs after Bear Hugger gets knocked |
| | down for the first time. His coach will yell out, |
| | "Go! Attack him now!" at which point Bear Hugger |
| | goes crazy and lays into you ferociously with a |
| | series of jabs and body blows. |
| | |
| | Depending on your ability, you should either dodge |
| | his attacks (which couldn't be easier to read, as |
| | he takes about half a second priming himself) or |
| | counter him with a deft jab to gradually drain his |
| | stamina away completely. |
| | |
'-----------------------'------------------------------------------------------'
In a particularly un-patriotic manner, Brian has once again devised a strategy
to finish off Bear Hugger without having to incur any damage at all...
================================ SPEED STRATEGY ================================
Throw a Left Jab immediately to force him to block, which is followed by his
Overhead Bear Clap (duck to dodge). Throw five Left Jabs to his face after the
punch, then wait for him to start his Chest Tap, signalling that you should
throw a Body Blow (either hand) to stun him.
Now Left Jab his face twice, Left Jab at his face again to make him block and
respond with an Overhead Bear Clap, which you should promptly duck to avoid.
Respond with two Left Jabs, followed by an Uppercut.
Now use a Left Jab to aggravate the huge Canadian into another Overhead Bear
Clap that should be ducked, followed up by Rapid Uppercuts to make Bear Hugger
back off. When he returns, wait for a half second, followed by throwing two
consecutive Uppercuts to knock him down for the 10 count!
================================================================================
This might take you a few goes to pull off, but following this method should net
you a time close to seventeen seconds! Right, now that we've sorted out this
goon, it's time to move on to someone altogether more challenging.
* * * * * *
______________
/ MATCH THREE / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Piston Hurricane
Age: 25
Weight: 170 lbs
Nationality: Cuban
Pre-match Quote: "Can you ride out the storm or be caught in
my 'Hurricane Rush'?"
Victory Quote: "Hmmph!! Don't you know when to give up?"
Difficulty: Easy
Time to beat: 6.12s [set by Brian and soon after by Rich]
Piston Hurricane seems to be a bugbear for many newer players of Super Punch-
Out!! This is probably due to the fact that the button-bashing method that is
somewhat effective against the likes of Gabby Jay will do you no favours. You
will need to be familiar with how to block both high and low attacks (if you
don't, scroll up the page NOW!)
Provided you know how to block properly, Piston's attacks should not bother you
in the slightest; his movements are a dead giveaway as to whether he delivers a
jab or body blow, and you have half a second to either block (preferably) or
duck out of the way. His "Hurricane Rush" combo is a block-by-numbers type
affair, and his defence is practically non-existent.
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| HURRICANE RUSH | Piston hops to the side and makes a growling noise |
| | before hitting you with alternate jabs and body |
| | blows. To defend against this, simply hold up to |
| | deflect the first jab, then release the directional |
| | button to guard against the ensuing body blow. Do |
| | this for the next four hits, then dodge to the side |
| | to avoid his uppercut. After this, he will be wide |
| | open for a couple of cheeky jabs, allowing you to |
| | deplete his stamina bar a little further. It is very|
| | easy to counter the whole attack by landing a punch |
| | Piston as he charges in to start the attack, which |
| | will send him down to the mat for a knockdown. |
| | |
| HAVANA SHUFFLE | During the latter stages of your bout, Piston's |
| | towel-holder will shout "Show him your fancy |
| | footwork." He will then deliver a series of jabs, |
| | body blows and taunts, interspersed with a dainty |
| | hop to the side. If you are confident enough, feel |
| | free to counterattack his punches, although the |
| | more conservative fighters should just wait until |
| | he taunts before delivering a couple of left jabs |
| | or an uppercut if you have the capability. |
| | |
'-----------------------'------------------------------------------------------'
Although I cannot notice the difference, it has been remarked by many that
Hurricane-san possesses a "Glass Jaw" as it's known in the trade. In other
words, jabs and uppercuts are far more damaging than body blows and hooks.
Either way, you can finish him off in around six seconds by reading the next
couple of lines...
================================ SPEED STRATEGY ================================
As soon as the suave Cuban drops his guard, immediately stick eight straight
Left Jabs into his mush to dizzy him. He will stumble right and then back
towards the left, at which point a properly timed Hook will floor him.
As soon as the fight resumes, throw a Hook to knock him down again, this time
for KO!
================================================================================
The first Hook you deliver needs to hit him precisely when he gets back within
your range, otherwise you will have to hit him with three or more hooks or
uppercuts, adding a number of seconds to your bout time.
* * * * * *
_____________
/ MATCH FOUR / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Bald Bull
Age: 25
Weight: 170 lbs
Nationality: Turkey
Pre-match Quote: "You'll be down for the count with one punch
from my 'Bull Charge'"
Victory Quote: "You've got a lot of guts to challenge me
again!"
Difficulty: Moderate
Time to beat:
This Turkish delight [terrible joke, I'm sorry ;)] is your first proper
challenge in Super Punch-Out!! He is a good all-rounder, with a firm punch,
solid defence, and an insanely powerful "Bull Rush" combo. That said, he's
nothing more than you'd expect for a Championship bout, and as far as I'm
concerned he's nothing like as potent as when he appeared in the original Punch
Out!! on the NES/Famicom.
If you're a bold fighter, then it's more than possible to take Bald Bull out in
less than twenty seconds. However, if you try this approach during your first
encounter, you'll most likely find yourself acquainted with the floor before you
know what has hit you!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACK PATTERNS
---------------
He throws two Left Jabs together, so after seeing one, expect the next one.
Around the following times into the match you can expect Bull Charges: 0:30,
1:15, 2:00, 2:30, 2:50.
Around the following times into the match you can expect to be on the receiving
end of a Triple Crouch Uppercut: 0:45, 1:45, 2:15, 2:45.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
I'm guessing Bald Bull has some kind of intestinal problem, seeing as your right
body blow deals an abnormally high amount of damage to the Turk. Here are his
special moves...
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| BULL CHARGE | Bald Bull will growl, then take two or three short |
| | hops backwards to the far side of the ring. He will |
| | will immediately proceed to hop back towards you |
| | (making the same number of hops forward as he did |
| | going backwards) before unleashing the mother of |
| | all uppercuts on your chiselled chin. If he |
| | connects with this, you will hit the mat, |
| | regardless of the state of your stamina bar. |
| | |
| | Fortunately for you (well, the more brave ones out |
| | there) performing an attack this potent means that |
| | any counterattack you manage to pull off will be |
| | exceptionally powerful. Pull a right jab the |
| | instant that Bald Bull lands his final forward hop |
| | to put this folically-challenged pugilist out for |
| | the count! |
| | |
| HOLY COW! | Herr Bull will bob from side to side, then perform |
| | two jabs and an uppercut in rapid succession. You |
| | can counterpunch the first two jabs, but be sure to |
| | hastily duck out of the way of his final sledge |
| | -hammer blow or you'll lose a considerable amount |
| | of your stamina. |
| | |
'-----------------------'------------------------------------------------------'
Also note that on occasion Bald Bull's coach will shout "Counter Attack",
sending him crazy. He will perform several Bull Charges in succession, and he
will take advantage of any missed punches that you commit.
Of course, not even Bald Bull is immune to the "mad skillz" of the mighty Brian,
who has devised yet another sub twenty-second strategy for beating this round
flawlessly...
================================ SPEED STRATEGY ================================
Throw two left Jabs as soon as he drops his guard, followed by using a Right
Body Blow to counter Bald Bull's Left Body Blow, and then use two more Right
Body Blows. Next up is a Left Jab counter on Bald Bull's Right Cross, followed
by one more Left Jab and then an Uppercut to make him dizzy.
Watch him as he spins away from Little Mac, noting that when he moves out he
"moves around the clock" (so to speak), requiring you to throw a Hook just as he
starts to come to "3 o'clock" to knock him down:
12
09 03 <-- press [A] when Bald Bull reaches this position.
06
When he returns, throw two Left Jabs when he drops his guard, followed by
countering Bald Bull's Left Jab with a Right Jab of your own. Now while he is
stunned, throw an Uppercut to knock him down for a second time.
Immediately upon resuming the fight, Bald Bull will back up two steps for a
Short Bull Charge, so throw a Body Blow (either hand) just before he unleashes
his Uppercut to knock him down for the TKO.
================================================================================
HOORAY!! You're the Minor Circuit Champeen :) Next, onto the altogether more
taxing arena of the Major Circuit... Hold on tight now!
______________________________________________________________________________
/_____________________________________________________________________________/
M a j o r C i r c u i t
=-=-=-=-=-=-=-=-=-=-=-=-=
* * * * * * * * * * * *
So, those first four matches weren't tough enough for you, eh?! Well, your
luck's in, buddy, cause now it's time to take off your training wheels and make
your way over to the Major Circuit for some big game action! By now, you should
have mastered controlling your fighter, and should have a firm grasp of
counterattacking techniques. From now on, your opponents are faster, more
powerful and much more subtle in their attacks.
Another thing to bear in mind here is that there is an element of randomness to
each adversary's fighting strategy, rather than simply follow a set pattern in
the manner of, say, Piston Hurricane or Bear Hugger. Because of this, the "Speed
Strategies" prepared for each fighter are sometimes dependant on your opponent
behaving in a specific way, usually involving their actions immediately after
getting knocked down.
Let's get it on! Touch gloves, no punching below the belt and all that...
____________
/ MATCH ONE / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯
Name: Bob Charlie
Age: 26
Weight: 140 lbs
Nationality: Jamaican
Pre-match Quote: "People who can't feel the rhythm are so
lost. Do you have the rhythm?"
Victory Quote: "Hey you! You don't seem to have the rhythm"
Difficulty: Easy
Time to beat:
The lawsuit-baiting Bob Charlie shouldn't serve as any problem to you, provided
you know your stuff when it comes to blocking, dodging and countering...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACK PATTERNS
---------------
Around the following times into the match you can expect a Twist And Shout! OR a
Sitting Duck: 0:30, 1:00, 1:30, 2:20.
Around the following times into the match you can expect a Gut Buster: 0:55,
1:15, 1:45, 2:15, 2:30, 2:45.
Shuck And Jive will come into play after the first knockdown suffered by Bob
Charlie, and it will continue till one of the two competitors kiss the canvas.
During this time frame Bob can use of any of his attacks at any point, so the
time may not indicate when a possible Gut Buster or Twist And Shout is about to
occur.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The fact that you got through Minor Circuit should be sufficient for dispatching
Bob Mar... I mean, err, Charlie! That said, his fighting style is not exactly
conventional, and some of his attacks might take you by surprise. That's where
the following list might come in handy, then...
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| TWIST AND SHOUT! | At fairly regular intervals, Bob will hop to the |
| | back of the ring and make a funky "Ooh!" sound to |
| | taunt you. He follows this taunt with a whirling |
| | triple uppercut, the third blow being the only one |
| | that is in range to hit you. Ignore the first to |
| | swings and duck before he executes the final blow. |
| | If he does manage to hit you, you'll be hurting a |
| | ton since this attack removes around half of your |
| | stamina meter! |
| | |
| | As with many of the fighters from here onwards, the |
| | more opportunistic among you should be able to time |
| | a swift body blow a split-second before he hits you |
| | which will KO him outright. Of course, this |
| | requires immaculate timing, and should only be |
| | utilised by the experts, unless you're feeling |
| | lucky! |
| | |
| GUT BUSTER | If at any time Charlie quickly covers and uncovers |
| | his dreadlocked cranium, immediately lower your |
| | guard (press nothing) to block a pair of crushing |
| | blows to the stomach. These two shots are so quick |
| | and powerful that counterattacking is nigh-on |
| | impossible. Simply block him and respond with a |
| | firm left jab when he finished this attack. |
| | |
| SITTING DUCK | This isn't an attack, but a taunt. Bob jumps to the |
| | side, shuffles around a little and yells "ooh!" a |
| | few times. What a showman, eh?! |
| | |
| | The reason I mention this here is because directly |
| | after doing his little piece of showboating he is |
| | especially prone to attacks. Indeed, time an |
| | uppercut to strike him the instant he jumps back |
| | into range and he will be down and out! Serves the |
| | cocky so-and-so right, I say. |
| | |
| SHUCK AND JIVE | If Bob's coach shouts out "Bob, it's time to shuck |
| | and jive!" brace yourself for a rather annoying |
| | series of events. Bob will become an awful lot more |
| | mobile, throwing punches left, right and centre. |
| | He will also pull his punches on occasion, enabling |
| | you to batter him if you're in an appropriate |
| | position. There's no real way to predict what his |
| | next move will be, so be prepared to get knocked |
| | down every so often. |
| | |
'-----------------------'------------------------------------------------------'
Depending on your luck, you'll either find this remarkably easy or intensely
frustrating. If, however, seeing his attacks does interest you one bit, Brian
has once again devised a strategy whereby he won't hit you once. What's more,
you can end the fight in around 10 seconds! Not bad, huh? ;)
================================ SPEED STRATEGY ================================
As soon as Bob Charlie drops his guard, lambaste his dreadlocked head with seven
consecutive Left Jabs (if he moves at all, then this strategy will not work as
listed) to dizzy him. He will back off, regain his composure, and then just as
he starts to hop back down to the fight, throw an Uppercut to send him to the
mat.
When the mellow fellow returns, throw two straight Hooks to knock the Jamaican
down for the KO!
================================================================================
So, now you've sent Bob Charlie back to the West Indies in disgrace, it's time
to take on another Major Circuit goon, who once again bears a slight resemblance
to a posthumous star of stage and screen...
* * * * * *
____________
/ MATCH TWO / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯
Name: Dragon Chan
Age: 22
Weight: 130 lbs
Nationality: British (Hong Kong)
Pre-match Quote: "You will find yourself face down... when
you wake up!"
Victory Quote: "Same results every time. The world of
fighting is a harsh one, isn't it?
Difficulty: Moderate
Time to beat: 9.31s [set by Brian]
Bruce Lee likeness aside, Dragon Chan is one tough Mother Hubbard! His attacks
are initially hard to read, although after a while you will begin to spot a very
distinct pattern to his attacks. He also dishes out some seriously hazardous
kung-fu tomfoolery, most of which results in an instant knockdown on your part.
What's more, these attacks are virtually impossible to counter, meaning that
your defence and guarding needs to be at their very best.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACK PATTERNS
---------------
He will always throw his punches in specific sets. These will arrive in the
following sets:
- Two Left Jabs/One Right Body Blow
- One Right Body Blow/One Left Body Blow
- One Right Jab/Two Left Body Blows
- One Left Body Blow/One Right Jab/One Left Jab
as you can see, each set begins with a different punch, meaning you can predict
the follow-up punches in the set, allowing for a much easier time
avoiding/countering the incoming punches.
After Dragon Chan suffers a knockdown, he will either use the Triple Kick or the
White Wind healing move.
After Dragon Chan has been felled at least once, he will then be able to mix in
Triple Kicks and White Winds in addition to his regular punching patterns.
Around the following times into the match you can expect a Shanghai Special:
0:30, 1:00, 1:45, 2:30.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chan's first two attack combos will ALWAYS consist of two left jabs, followed my
a right body blow. If you can counter his first jab, he will become stunned,
enabling you to punish him with a couple of body blows to score some cheap
damage. Do it for both of his initial attacks and your "Special" gauge will be
completely filled, and then the party really begins.
As a rule, Dragon Chan only uses his special moves after he has been knocked
down once, which is just as well, because they're very potent...
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| SHANGHAI SPECIAL | Looks ridiculous, but deals an instant knockdown |
| | if it connects. Dragon Chan will jump atop one of |
| | the turnbuckles, then hop over to the other before |
| | leaping towards you with a flying kick to the face. |
| | Timing when to duck to avoid this is difficult at |
| | first, but you simply MUST find a way to evade this |
| | attack, for the simple reason that he uses it with |
| | such profligacy. |
| | |
| TRIPLE KICK | Chan's coach in the corner will bark an instruction |
| | in Chinese, which (I am reliably informed) means |
| | "Dragon Brother Triple Circular Dance". Dragon will |
| | oblige, jumping to the side and delivering a flying |
| | kick. You will need to keep your wits about you and |
| | press the opposite direction to dodge this assault, |
| | which equates to around a third of your stamina. |
| | |
| | He follows this kick with two more kicks, which you |
| | will also have to dodge. The direction he chooses |
| | is completely random, so you're just going to have |
| | to rely on your reflexes to a certain extent. |
| | |
| WHITE WIND | As above, the guy in the corner will yell another |
| | instruction at Chan, which translates to "Cast your |
| | wounds into the wind." Chan will then retreat and |
| | become translucent as he regains roughly a quarter |
| | of his health. |
| | |
| | Unless you can time a really powerful Hook to his |
| | stomach the instant he begins healing (which will |
| | KO him) do not attack him during this state as he |
| | will respond with a triple kick. |
| | |
'-----------------------'------------------------------------------------------'
Naturally, we wouldn't allow you to do any thinking for yourself, so here's
another strategy which you can employ without an Iota of tactical knowledge!
Pull it off as intended and you'll get under the 10 second mark easily... woo!
================================ SPEED STRATEGY ================================
As soon as he drops his guard, land two Left Jabs, followed by countering Chan's
Left Jab with a Right Jab of your own. Now follow that up with two Right Body
Blows, and then repeat the counter on the Dragon's Left Jab with a Right Jab on
your own, but this time you will only throw one Right Body Blow before tossing a
Hook to dizzy Chan. He will move and up to the left, where he will pause, and
then he will slide back down towards your boxer. Throw the Hook as he starts to
slide towards your boxer, which will knock him down if you connect properly (if
you miss, he will give you a second shot when he starts back from the right).
When he gets up, you will have to hope that he tries to use his healing move, or
else the strategy will fail (he will start a Triple Kick if he
Does not use a heal, which can be dodged and then knock him down, but it is a
far slower method of winning). Your job is to time your Hook/Uppercut that you
throw so it connects just as Dragon Chan solidifies himself, not only stopping
the healing process, but actually removing his remaining energy to earn the
knockdown for the KO (if you are too late, he will retain some energy still.)
================================================================================
A lot of people seem to struggle against Dragon Chan, so don't be disheartened
if it takes you a few goes to defeat him. As long as you have fairly good
reflexes, it shouldn't take too long to get the measure of his Kung-Fu madness!
* * * * * *
______________
/ MATCH THREE / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Masked Muscle
Age: 29
Weight: 240 lbs
Nationality: Mexican
Pre-match Quote: "You should give up now señor."
Victory Quote: "Cheater? I don't know what you're
talking about, amigo."
Difficulty: Moderate
Time to beat: 9.65s [set by Brian]
He's big, he's Mexican and he wears spandex shorts... and if that doesn't scare
you, wait until you get in the ring with him! Masked Muscle is a very daunting
prospect to fight against, and he'll probably give you an utter pasting the
first three or four times you take him on. His standard punches are fairly
blatant, so you have no excuse for not counterpunching him each and every time.
One thing to bear in mind, though, is that you need to counter Masked Muscle's
punches on the same side that he punches, due to the excessive amount of leaning
he does before striking you. In other words, if he winds up a right body blow,
you need to respond with a left body blow, and a left body blow only. Anything
else will result in double damage for the failed counter attempt.
To make matters somewhat more straightforward, Masked Muscle follows a set
attack pattern at the start of each bout. What follows is anybody's guess, but
here is what to expect immediately after the bell goes "DING... "
- Left Body Blow (counter with Right Body Blow)
- Right Body Blow (counter with Left Body Blow)
- Uppercut (duck to avoid)
- Left Jab (counter with Right Jab)
- Right Jab (counter with Left Jab)
- Left Body Blow (counter with Right Body Blow)
- Right Body Blow (counter with Left Body Blow)
- Uppercut (duck to avoid)
- Double Reagan (block high, block low)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACK PATTERNS
---------------
The Masked one will throw Right Jabs in sets of two, usually followed by two
Hooks (one with each hand).
If he throw two Hooks (alternate hands), an Uppercut will frequently be the next
punch.
Around the following times into the match you can expect a Spit To The Eyes:
0:15, 0:30, 0:45, 1:15, 1:30, 1:45, 2:15, 2:30, 2:45, 2:55.
Around the following times into the match you can expect a Gringo 'Butt: 0:45,
1:15, 1:30, 1:45, 2:00, 2:15, 2:30, 2:45.
Note that if the Spit To The Eyes connects, Masked Muscle will throw the
following set of punches to get you: Right Jab, Gringo 'Butt, Uppercut, Double
Reagan, and then two Hooks as the impaired version wears off.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Señor Muscle does, however, possess some pretty unpleasant special attacks,
knowledge of which is vital before going head-to-head with him. You see, Masked
Muscle doesn't exactly do things "by the book", as you shall soon find out!
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| GRINGO 'BUTT | Masked Muscle leans back and curls into a foetal |
| | ball before springing forward to unleash a |
| | devastating double head-butt move. If both hits |
| | connect, you'll most likely hit the ground like a |
| | a sack of potatoes, so be sure to dodge left or |
| | right the second he winds up for this. |
| | |
| | Like most powerful moves, it IS possible to counter |
| | this with a _perfectly_ timed body blow, but timing |
| | it correctly is more reliant on luck than skill, |
| | so my advice would be to act the shrinking violet |
| | and get out of the way. |
| | |
| DIRTY SANCHEZ | Don't know what one of these is..? Go and ask your |
| | da... actually, don't! All you need to know is that |
| | Masked Muscle's coach will, on occasion, instruct |
| | his lumbering ally to spit in your eyes. Masked |
| | Muscle will then do just that, partially blinding |
| | you and immobilising your attacks. You can still |
| | barely see him through the phlegm, so do your best |
| | to avoid the next six attacks he throws at you, |
| | after which you will be fully-sighted and able to |
| | punch again. |
| | |
| | The sure-fire way to avoid this is to dodge left |
| | or right the instant that the coach's speech-bubble |
| | disappears. Time this right and you'll guarantee |
| | yourself complete evasion from this ghastly piece |
| | of skulduggery. |
| | |
| DOUBLE REAGAN | Named (in exceptionally bad taste) after the former |
| | President due to the fact that Masked Muscle's left |
| | fist starts to shake immediately before he lets |
| | loose a double punch combo. |
| | |
| | Because of the telltale quiver, you have more than |
| | enough time to raise your guard (to avoid the |
| | initial jab) before dropping it again to deflect |
| | the body blow that follows (i.e. press up, then |
| | press nothing.) |
| | |
'-----------------------'------------------------------------------------------'
Of course, if you don't want to bother with all that "work it out for yourself"
nonsense, who better than Brian "El Bandito" Sulpher to show you how it's done!?
================================ SPEED STRATEGY ================================
As soon as he drops his guard, land two Left Jabs, followed by countering Masked
Muscle's Left Body Blow with a Right Body Blow of your own. Now throw two more
Right Body Blows, then counter the Masked one's Right Body Blow with a Left Body
Blow, and then use a Left Body Blow, followed by a Hook to stumble the Mexican
giant. Just as he begins to recover from his falling backwards, throw a Hook to
knock him to the mat (again, timing is crucial).
The following portion of the strategy requires perfect timing to be pulled off
correctly, with no margin for error, so you have been fairly warned. When he
returns, throw a Left Jab immediately, followed by an Uppercut to intercept the
Masked Muscle Left Jab that is coming to knock him into KO land! If this is too
tough, just counter his Left Jab with a Right Jab of your own, followed by an
Uppercut for the KO.
================================================================================
¡Muchos gracias, Brian! Anyhoo... on we go to the fourth and final bout of the
Major Circuit, where you'll battle it out to be crowned the Champion! Betcha
can't hardly wait, eh?!
* * * * * *
_____________
/ MATCH FOUR / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Mr. Sandman
Age: 28
Weight: 230 lbs
Nationality: American
Pre-match Quote: "Had your goodnight kiss? 'Cause I'm about
to put you down for the night."
Victory Quote: "I hate holding back. This time I won't
hesitate to use all my power on you."
Difficulty: Tough
Time to beat: 16.71s [set by Brian]
Now we're talking! I admit, Mr. Sandman gave me *real* problems when I first
took him on. The brute is vicious in his attacks, and he just will not relent
until you put him down for a TKO. He's not the quickest, but once he gets into
his stride its hard to stop his momentum. On top of this, he goes into a frenzy
after two knockdowns, at which stage all but the more seasoned combatants will
fall foul of his "Dreamland Express" combo. He's a tough cookie, but then you
hardly thought the final bout would provide any less of a challenge, did you?
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACK PATTERNS
---------------
Sandman is notoriously predictable for the first two knockdowns, always using
two sets of the following pattern right at the beginning of the fight as well as
once he returns from the first knockdown: two Right Crosses, one Left Body Blow,
and one Right Uppercut.
After two knockdowns, Sandman's ring man will get him going full power. He will
use a Left Cross and then a Dreamland Express combo twice to start with,
followed by a Peek-A-Boo Jab set.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
As with every character, up next is a brief description of some of Mr. Sandman's
more vigorous attacks...
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| PEEK-A-BOO! | Sandman will cover and uncover face, hit you with |
| | two jabs and launch a shattering, unblockable |
| | punch in your direction. You can counter the |
| | initial jab if you wish, but make sure you dodge |
| | to the side before he connects with his final blow, |
| | unless you fancy making your own "Kodak Moment!" |
| | |
| DREAMLAND EXPRESS | After Sandman has been knocked down twice, his |
| | coach will holler, "Give him full power now, |
| | Champ!" He will then stamp his feet before |
| | delivering three coma-inducing uppercuts to you |
| | with the sort of speed that would alarm Maurice |
| | Green! Dodge left and right to avoid each one in |
| | turn. Timing here is crucial, as this attack is |
| | more than enough to finish you off. |
| | |
'-----------------------'------------------------------------------------------'
What's that, Brian?! You've devised yet ANOTHER strategy to help the readers
beat this guy too?! Well, come on then, spit it out boy..!
================================ SPEED STRATEGY ================================
As soon as he drops his guard, land two Left Jabs, followed by countering
Sandman's Left Cross. Throw two more Left Jabs, then counter another Left Cross
with a Right Jab, which is then followed up by one more Left Jab and a Hook
combo to dizzy Sandman. Sandman will twirl up to the right, then up to the
left, and then he will begin to spin back down to the fight while dizzy, so
throw your Uppercut just as he starts to twirl back to the fight to knock him
down (timing is important.)
Time your Uppercut so it will intercept the incoming Left Cross from Sandman,
knocking him back down to the mat once again.
Time your Uppercut so it will intercept the incoming Right Cross from Sandman,
followed by dodging his Dreamland Express Uppercuts, Right Jab him to stun him,
and then throw an Uppercut. Now pause for a brief second before unleashing
another Uppercut, this one intercepting the next Right Cross that Mr. Sandman
throws, flooring the big, bad man for the TKO!
================================================================================
Well I never, you've only gone and completed the Major Circuit! Whatever shall
you do now?! Oh, right...
______________________________________________________________________________
/_____________________________________________________________________________/
W o r l d C i r c u i t
=-=-=-=-=-=-=-=-=-=-=-=-=
* * * * * * * * * * * *
So here we are, then, your boxing talents have made it onto the World's stage.
Only four fighters stand between you and global domination. Don't start growing
that dictatorial moustache just yet, though... it'll be a while before you're
punching your wait against these geezers!
____________
/ MATCH ONE / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯
Name: Aran Ryan
Age: 23
Weight: 160 lbs
Nationality: Irish
Pre-match Quote: "Your wimpy little punches won't even
Faze me."
Victory Quote: "All I have to do is stop your KO Punches
and this match will easily be mine."
Difficulty: Moderate
Time to beat: 13.12s [set by Brian]
He's the face that broke a thousand mirrors, and he's by far the staunchest
opponent you have faced so far. Aran Ryan is a peculiar fighter, due to the fact
that ordinary punches deal him next to no damage. Luckily for you, however, your
Hooks and other "Special" punches are extremely potent, and it is using these
that will allow you to triumph over the plucky Irish fellow.
[NOTE: Rapid Specials are not particularly effective against Aran Ryan.]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACK PATTERNS
---------------
Aran Ryan will continually use a two Left Jab, two Right Jab, two Body Blows
(Left then Right), and finally an Uppercut, unless he takes a Hook/Uppercut, or
he starts into an Irish Jig.
In the last minute, he will mix in a Right Cross to the patterns mentioned
above, usually situated after a Left Body Blow but before an Uppercut.
Around the following times into the match you can expect an Irish Jig: 0:30,
1:15, 2:00, 2:50.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
There are two attacks that require your special attention when duelling with the
Gaelic one, and neither are too difficult to deal with once you know how...
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| IRISH JIG | Anyone feeling a strong sense of déjà vu at this |
| | stage will be forgiven, as this manoeuvre bears |
| | a strong resemblance to Piston Hurricane's "Rush" |
| | combo. Ryan will hop to the back of the ring and |
| | make a growling sound, then spring forward on the |
| | attack. |
| | |
| | Unlike the "Hurricane Rush" combo, however, Ryan |
| | commences with a body blow, followed by a jab, then |
| | alternates between body blow and jab. These punches |
| | are much more potent than Señor Hurricane's, so |
| | blocking them is essential. Due to the sheer pace |
| | of this flurry, if you fail to block his first |
| | shot you will not recover in time to block any |
| | subsequent attacks, and therefore you will end up |
| | on the floor. |
| | |
| | After you have deflected several of these punches |
| | in succession, Aran Ryan will back off before |
| | launching a nasty-looking uppercut. You need to |
| | dodge left or right very quickly to avoid this, so |
| | be wary the whole time he performs his "Jig". |
| | |
| | After the uppercut swings aimlessly past, Ryan |
| | proceeds to hurl a jab in your direction, followed |
| | by a body blow, then – you guessed it! -- |
| | alternates between these. Block him six or seven |
| | times and he will throw another uppercut before |
| | reverting to his conventional fighting stance. |
| | |
| SHAMROCK SQUEEZE | As you will have no doubt gathered from reading |
| | above, using your Special punches is the only way |
| | to inflict significant damage upon Aran Ryan. |
| | Unfortunately, Mr. Ryan objects to such souped-up |
| | antics, and responds to a Hook or Uppercut by |
| | grabbing hold of you and draining about a fifth |
| | of your stamina. |
| | |
| | You will notice that a split-second before grabbing |
| | you, Ryan raises his gloves sharply in front of his |
| | face twice. If you can throw a body blow while his |
| | gloves are raised the second time, you will stun |
| | him, allowing you to land yet another Hook or |
| | Uppercut. For those of you with good timing and |
| | reflexes, you should be able to chain multiple |
| | counters together to put him on the mat without |
| | response! |
| | |
| | One final thing to note is that he ALWAYS follows |
| | this combo up with a beast of an uppercut, which |
| | you should promptly hop to the side to avoid. |
| | |
'-----------------------'------------------------------------------------------'
To be sure, Brian has drafted up yet another of his "Old Number 7 Brand" speed
strategies, which should see you down Aran Ryan like a pint of Guinness!
================================ SPEED STRATEGY ================================
Throw two Left Jabs, pausing for a moment to allow Aran Ryan to just start his
Left jab, signalling two more Left Jabs for the Irishman. As soon as he stops
moving, land four more Left Jabs to dizzy him, causing him to stumble right. As
soon as he starts to stumble back to the left (towards your boxer), throw a Hook
to get the knockdown.
Counter his Left Jab with a Right Jab, followed by two Left Jabs. Counter his
second Left Jab with a Right Jab, followed by one Left Jab and then an Uppercut
to knock him down for a second time.
Wait for a second before throwing a Hook to intercept the incoming Left Body
Blow to obtain the TKO. Just note that the window of opportunity is minuscule,
so do not be surprised if he blocks the attack.
================================================================================
... and if you can't beat him in less than 15 seconds, you'd better start
practicing some more! Once you know how to deal with him (which might have taken
a while if you hadn't read this) he really isn't that hard to polish off in some
style.
* * * * * *
____________
/ MATCH TWO / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯
Name: Heike Kagero
Age: 19
Weight: 120 lbs
Nationality: Japanese
Pre-match Quote: "Be gentle with me, please.
Hoo, hoo, hoo, hooo!"
Victory Quote: "Uh oh! Is it you again?"
Difficulty: Moderate (well, more annoying than anything)
Time to beat: 12.89 [set by Brian]
Oh boy! You are going to HATE playing this fight, simply because Kagero-san is
easily the most annoying person to play against in the game. Basically, this guy
is a wuss, plain and simple. He will do anything to avoid your attacks, and his
blistering speed will completely outfox you for the first few times you take him
on. Thankfully, once you've sussed his attack patterns, the KO will be yours for
the taking!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACK PATTERNS
---------------
Around the following times into the match you can expect a L'Oreal Flick:
0:30, 1:00, 1:30, 2:15, 2:45.
After a knockdown, Heike will always throw a Right Uppercut as soon as the
fight resumes.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Heike's specials are, like his dress sense, a touch on the unconventional side
of things. His hair also seems to be lead-lined...
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| L'OREAL FLICK | The slitty-eyed sap will crouch down and cover his |
| | face, then rotate his head around twice, flinging |
| | his white mane in your direction. Each of these |
| | lashings deal heavy damage, costing you a little |
| | less than a third of your stamina. |
| | |
| | To dodge this attack, hop left to evade the first |
| | swing, then immediately duck to avoid the second, |
| | slightly more powerful strike, because you're |
| | worth it! |
| | |
| ONE-TWO HONSHU | Like above, Heike crouches down and covers his |
| | face. This time, however, the mental Oriental does |
| | not bear his usual, pained expression, but instead |
| | grins like a Cheshire Cat! Make sure you can |
| | distinguish between the two faces, as the ensuing |
| | attacks are vastly different. |
| | |
| | Kagero will rise again two deliver a pair of body |
| | blows, followed by an almighty uppercut. Simply |
| | block low (press nothing) for the first two lunges |
| | then dodge to the side to avoid the final hammer |
| | -blow. You can counterpunch this uppercut with |
| | a correct-sided body blow, or simply wait until |
| | after the swipe and attack while he is prone. |
| | |
| NIPPON KNOCKDOWN | Kagero gets a little jiggy wit' it and shimmies to |
| | his left, samba stylee, then dishes out three |
| | straight jabs, followed by a tasty uppercut. Block |
| | high (by pressing up) to deflect the jabs, then |
| | dodge or counter the final thump. |
| | |
| MIRAGE DANCE | On his coach's command, Heike will move rapidly |
| | from one side of the ring to the other, making it |
| | virtually impossible to hit him. Try throwing a |
| | few left jabs at him with a hope of making contact |
| | but you'll have to wait until he finishes dashing |
| | about before you can begin attacking as normal. |
| | |
'-----------------------'------------------------------------------------------'
Somehow, Brian could stomach playing a filthy amount of matches against Heike
Kagero, and he has devised a strategy to down him efficiently and effectively...
================================ SPEED STRATEGY ================================
Six Left Jabs to start, followed by one Right Jab and then two more Left Jabs to
dizzy the pretty boy. Throw your Hook to intercept the Japanese teenager as he
moves back into the fight, causing the knockdown.
Immediately use a Left Body Blow to counter his Right Uppercut, which leads into
two Left Body Blows and an Uppercut. Next is a Left Body Blow counter on a
Right Body Blow, followed by an Uppercut to get the second knockdown.
Immediately use a Left Body Blow to counter his Right Uppercut, to which you
should return the favour and Uppercut the long haired pugilist to the mat for
the TKO.
================================================================================
... and with that, I hope never to have to contend with the freakish stylings of
this utter, utter nutcase. Next up, Brian's least favourite character. Gor
Blimey, Guv'nor... this has to be the most tedious section of any FAQ I've ever
written!!
* * * * * *
______________
/ MATCH THREE / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Mad Clown
Age: 29
Weight: 390 lbs
Nationality: Italian
Pre-match Quote: "Welcome! Now let's get this show
on the road."
Victory Quote: "Huh? Don't you like my show?"
Difficulty: Hard
Time to beat: 17.26 [set by Brian]
Now I don't know about any of you, but as a young child I had a REAL problem
clowns. It probably had something to do with watching "It" by Stephen King at
the ripe old age of eight, but I can't help but feel that my numerous encounters
with this make-up covered buffoon might have had a lasting psychological effect
on me. Who knows, maybe one day I will sue Nintendo for the cost of my therapy.
Sorry, I digress...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACK PATTERNS
---------------
Around the following times into the match you can expect a Toss and 'Sault:
0:45, 1:15, 1:30, 2:00, 2:15, 2:45.
Around the following times into the match you can expect a Clown Clamp:
0:20, 1:00, 1:50, 2:30.
After two knockdowns, get ready for Show Time, which consists of: three Left
Jabs, one Right Body Blow, three Right Jabs, one Left Uppercut, one Left Jab,
one Right Jab, one Right Backhander, and one Left Backhander. After this, he
returns to his conventional tactics (though he is hardly conventional.)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Mad Clown is, to all intents and purposes, a souped-up, powdered-up Bear Hugger.
He does the same Chest Tap taunt, takes no damage from ordinary body blows, and
uses the same stance when winding up his standard attacks. His special moves,
however, are in a different class to anything that you've dealt with so far, as
you'll no doubt soon find out.
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| BACKHANDER | This is a punch that Mad Clown relies upon more and |
| | more as the fight progresses. He will take a step |
| | back, followed by moving back towards you with his |
| | arm swinging towards the side he is stepping to. |
| | Tough to deal with, so time your dodge correctly, |
| | or throw a Jab to intercept him as he starts to |
| | move back down to the fight. |
| | |
| CLOWN CLAMP | Mad Clown will rock back and forth before putting |
| | a vice grip onto your head, allowing him to shake |
| | your boxer, throw you to the side, and then give |
| | one helluva uppercut. Duck this attack or wave |
| | good bye to about three-fifths of your stamina bar. |
| | |
| TOSS AND 'SAULT | The first portion of the attack begins with the |
| | Pennywise-a-like backing up while juggling. Once |
| | he has you mesmerised with his party piece, he |
| | will hurl pairs of balls to the left, right, or |
| | straight at you (which you need to dodge.) After |
| | he has dispatched the third and final set of bolas, |
| | Mad Clown will leap into the air and perform a |
| | flying somersault. Obviously, if the 390lb maniac |
| | manages to land on you, you're gonna get knocked |
| | down, so be sure to duck the face-painted lardo as |
| | he plummets. |
| | |
| SHOW TIME! | After he has been knocked down twice, Clown's coach |
| | will squeal, "Show Time!" which sends him into a |
| | frenzy. The guy is a nightmare! He throws jabs, |
| | body blows, uppercuts and the occasional Backhander |
| | without respite. My only advice is to block the |
| | jabs, dodge everything else and wait until he calms |
| | down a bit before attempting to attack him again. |
| | |
'-----------------------'------------------------------------------------------'
Struggling? I'm hardly surprised if you are, Mad Clown is a tough opponent, and
even seasoned veterans of Super Punch-Out!! will have problems beating Mad Clown
without sustaining heavy damage in the process. Oh, wait, of course... You can
always count on the legendary Brian Sulpher to mock mortals like you and I with
his gaming prowess, and he has once again delivered another little strategy to
wipe that silly, painted-on smile off the rotund Italian's chops!
================================ SPEED STRATEGY ================================
Note that for this boxer, if he uses his Chest Tap at all, this strategy will no
longer lead to the absolute minimum time offered by it.
Start with two Left Jabs, then counter his Right Jab with a Left Jab of his own,
and then throw two more Left Jabs. Now counter his Left Cross with a Right Jab,
which leads to two more Right Jabs to dizzy the big man. As he puts his first
foot down and he starts to approach the central area in front of your boxer,
throw an Uppercut to floor him (note that if you whiff, he gives you a second
opportunity as he will walk to the left and then come back again).
Use a Right Jab to counter his incoming Left Body Blow, allowing the use of the
Uppercut. Next up he will rear back and start his Right Backhand Punch, so
throw a Left Jab to counter it just as he starts to come forward, which should
immediately be followed by another Uppercut to get the second knockdown.
Use a Right Jab immediately to intercept his Left Jab, then throw one final
Uppercut to get the TKO!
================================================================================
Ooh, get you! Only one opponent left in the World Circuit, and fear of having to
face Heike Kagero and Mad Clown again should be enough motivation for to want to
polish him off first time around. Read on, if you dare...
* * * * * *
_____________
/ MATCH FOUR / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Super Machoman
Age: 27
Weight: 242 lbs
Nationality: American
Pre-match Quote: "Make sure to stand clear while I pose
for my fans."
Victory Quote: "Fighting hurts my gorgeous body, but
trashing wimps makes it all worthwhile."
Difficulty: Hard
Time to beat: 15.69s [set by Brian, again!]
Closely modelled on Masked Muscle, Super Machoman is another one of those
opponents that are annoying and challenging in equal parts. His attacks are
pretty readable, but mistiming your blocking and/or countering could prove very
costly against this strapping fellow.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACK PATTERNS
---------------
Around the following times into the match you can expect a Spin Punch/Super Spin
Punch: 0:15, 0:45, 1:15, 1;30, 2:00, 2:15, 2:30, 2:45.
Whenever the tanned one throws a Left Jab, a second will always follow,
accompanied by a Left Body Blow.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The well-toned fitness freak has a handful of nasty little attacks to hinder
your progress, although the "Exercise Program" attacks are signposted nicely by
his coach/personal trainer...
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| SPIN PUNCH | Machoman raises his guard, and his left fist |
| | shivers in anticipation. He then unleashes a |
| | demonic spinning lariat at your face, which takes |
| | off nearly three-quarters of your stamina. It's |
| | not possible to counter, and sideways dodging |
| | doesn't work either, so duck as soon as he stops |
| | shaking his fist to get out of the way in time. |
| | |
| | After performing this manoeuvre, Super Machoman |
| | will have his back to you, allowing you to quite |
| | literally "tap that ass" with a deft Hook! |
| | |
| SUPER SPIN PUNCH | The Buffed One poses for the crowd and flexes his |
| | biceps, then proceeds to deliver as many as five |
| | Spin Punches in a row. Time your taps of down to |
| | avoid each one individually. This is by far his |
| | nastiest attack, because once you are hit by one |
| | blow, all subsequent Spin Punches will smash into |
| | you also. Not nice at all. |
| | |
| EXERCISE PROGRAM A | On his coach's instructions, Machoman will launch |
| | into this attack pattern, which consists of four |
| | jabs to the face. Simply guard high until he has |
| | carried them out (they're too fast to dodge or |
| | counter) then paste him with a nice punch to the |
| | gut. |
| | |
| EXERCISE PROGRAM B | This time, Super Machoman will hurl three body |
| | blows in your general direction. Guard low, the |
| | throw a jab to stun him after the program finishes. |
| | |
| EXERCISE PROGRAM C | Basically the same as Mr. Sandman's Dreamland |
| | Express combo, consisting of three swift and very |
| | powerful uppercuts in sequence. Dodge to avoid |
| | these then hit him with a body blow to buy |
| | yourself half a second to throw a Special attack. |
| | |
'-----------------------'------------------------------------------------------'
If you're anything like me, you'll take great delight in blasting this arrogant
gimp into next Tuesday. Once again, Brian has prepared another flawless piece of
strategy for you...
================================ SPEED STRATEGY ================================
Note that if he hops to one side or another, this strategy may still work, but
the time will not be as low as possible.
Use a Left Jab when he drops his guard, then use a Right Jab to counter Macho's
Left Jab and follow up with two more Right Jabs (repeat the same counter and
punches on the second Left Jab). Next is a Right Cross to be countered by a
Left Body Blow, which leaves a single Left Jab and then an Uppercut to dizzy the
beach bum. He will stumble backwards, then he will start to stagger back
towards your fighter, so time your Hook/Uppercut (either one) correctly to send
Macho Man to the mat for the knockdown.
When he returns, he will use one of his three "Exercise Program" routines, so
dodge/block accordingly, stun him with a Jab (either hand), and then throw an
Uppercut. Now counter his upcoming Right Cross with a Left Body Blow and then
an Uppercut that will knock him down for a second time.
When he returns, duck his Spin Punch, at which point Rapid Uppercuts should be
enough to floor the tanned man for the TKO!
================================================================================
Wahey!! You have conquered the Boxing World... Muahahahahahahahahah! Bask a
while in your magnificence, why don't you? But wait... If you've managed to get
a perfect record (i.e. 4 wins, no losses) in each of the Circuits, you'll have a
little surprise for you waiting on the "Championship" screen.
* * * * * *
______________________________________________________________________________
/_____________________________________________________________________________/
S p e c i a l C i r c u i t
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
* * * * * * * * * * * * * *
____________
/ MATCH ONE / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯
Name: Narcis Prince
Age: 20
Weight: 150 lbs
Nationality: British
Pre-match Quote: "I will not let you touch my beautiful,
beautiful face."
Victory Quote: "I won't forgive you if you hurt my face.
I just won't do it."
Difficulty: Moderate
Time to beat: 12.54s [set –- predictably -- by Brian]
The term "Prima Donna" could have been invented for this egotistical so-and-so,
due to the fact that he is COMPLETELY obsessed with his beautiful visage. Makes
one wonder why he ever became a boxer really...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACK PATTERNS
---------------
- Narcis will throw Jabs in sets of two.
- Narcis will throw Body Blows in sets of two.
- Narcis will throw Uppercuts in sets of two.
However, the order upon which he uses these patterns is random, so he can string
together four Jabs (not four Body Blows or four Uppercuts). The positioning of
his London Lashings seem to come about once every 20-30 seconds, though he has
been known to position them closer together.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
As you might imagine, this excessive vanity proves to be Narcis' downfall. Being
so hell-bent on protecting his face, the slightest contact on his shapely nose
will send him into a blind rage, enabling you to inflict all sorts of damage on
his sorry ass... [should that be "mush"? ;P]
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| LONDON LASHINGS | This combo of punches is quite deadly, draining |
| | about thrr-fifths of your total stamina bar. Narcis |
| | will flash very briefly before delivering a triplet |
| | of quick, powerful and accurately-placed jabs. Use |
| | your high guard to block these, then blast him low |
| | with a body blow in the split-second he leaves |
| | himself open. This will momentarily stun him, |
| | allowing you to take a cheeky pop at his mug. |
| | |
| COCKNEY COUNTER | Often when a jab at the face of Narcis Prince |
| | fails, he will conduct a small side-step and throw |
| | a stern counterpunch which drains a sixth of your |
| | total stamina. If you fail to connect and see him |
| | roll to the side, dodge immediately to avoid the |
| | ensuing lunge. |
| | |
| VANITY RUSH | After he gets his face punched, be prepared to |
| | face [no pun intended!] the big bombing fists of |
| | the British bruiser. He will throw punches |
| | recklessly, leaving him especially prone to further |
| | facial attacks (his major weakness.) Just be sure |
| | to be ready to dodge or he will take you down with |
| | his flurry of vicious blows in your direction. If he|
| | manages to stay on his feet long enough, his corner |
| | man will tell him to calm down, at which point he |
| | returns to his usual style of fighting. |
| | |
'-----------------------'------------------------------------------------------'
As mentioned earlier, Narcis Prince is really rather protective about his face,
so we thought it necessary to show you the best way to get the beefy Brit riled
up as quickly as possible...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TAGGING HIS FACE
----------------
Use the following methods to tag his face:
- Counter a Jab (hitting his face.)
- Counter a Body Blow with one of your own, then tag his face while he is
stunned.
- Counter his Uppercut with a Body Blow, then tag his face while he is stunned.
- Dodge his Uppercut, then hit his stomach to stun him, followed by tagging his
face.
- Block the London Lashing, hit his stomach, and then tag his face.
These are the ways to break his defences down. Practice a bit and you will do
so easily.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Of course, this wouldn't be the complete guide we promised if there wasn't a
cunning little speed strategy up our sleeve somewhere. As always, Brian does the
honours...
================================ SPEED STRATEGY ================================
Wait for Narcis to stop farting around, throwing a Left Body Blow to counter his
incoming Right Body Blow, followed by a Right Jab to back up Narcis (he is mad
now because you tagged his face). Now, he will return with a random attack, but
his behaviours can be predicted by what Punch he throws first (see Patterns for
details). If you are really good, you can counter and throw some Uppercuts
(face shots really hurt him) to get him down.
When the cocky Brit returns, he will try a Left Jab, so throw a Right Jab to
counter him, backing him off as he will be enraged by the face hit. Now as he
begins to come back into the fight, attempt an Uppercut, which will knock him
down, provided you timed it right so the punch will intercept his next Left Jab,
knocking him to the mat for the ten-count!
================================================================================
See, it's easy when you know how. And after reading this, you've got no excuse
to not "know how"!!
* * * * * *
____________
/ MATCH TWO / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯
Name: Hoy Quarlow
Age: 78
Weight: 100 lbs
Nationality: Chinese
Pre-match Quote: "Please, take it easy on a poor old man,
won't you?"
Victory Quote: "Still a bit wet behind the ears aren't you
sonny? You make good exercise."
Difficulty: Hard
Time to beat: 29.27s [set by Brian.]
He may be an old geezer, but Hoy Quarlow is certainly no pushover! He's still
got both of his original hips, and he's still as lithe and nimble as any fighter
you've come across so far. What's more, he carries with him a dirty-great
walking stick, which he is quite partial to flailing around like a maniac. Here
are his attack patterns...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACK PATTERNS
---------------
A Low Cane is often followed by a Pinwheel kick.
A Backhand Spin will follow a solo Left Jab.
Around the following times into the match you can expect a Four Iron attack:
0:30, 1:00, 2:00, 2:30.
After passing through the first minute of the fight, Hoy will begin to use his
Crunchin' Cane Strikes. Though they do not appear at regular intervals, he will
usually use them once every 20-30 seconds till the fight ends.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Hoy's Special attacks are quite different from anything else you've dealt with
before, mainly because of the fact that he softly spoken and carrying a big
stick...
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| TRIPLE CANE PLUS ONE | Hoy will use this attack fairly frequently, |
| | throwing three high/low strikes (it varies) |
| | followed by a final strike which is the opposite |
| | of the first three. For example, if he thwacks you |
| | in the gut three times, guard high to avoid the |
| | ensuing jab, while you should dodge the final low |
| | swipe if his three primary strikes were to the |
| | face. Follow this up with a right jab and a left |
| | body blow (he guards against almost everything |
| | else.) |
| | |
| LOW CANE | Quarlow will also make use of the second portion |
| | of the previous attack, so dodge it as it comes. |
| | |
| PINWHEEL KICK | Hoy will unleash a deadly kick without prior |
| | warning. If you're quick, you might be able to |
| | duck or dodge this attack, but you will most |
| | take a bruising from this nasty little assault. |
| | |
| BACKHAND SPIN | The crafty Chinaman will perform a dainty |
| | pirouette, leaving his left arm extended as a |
| | vicious little present that drains roughly a |
| | quarter of your energy. Duck to avoid, but don't |
| | crouch too early or you'll just spring back into |
| | range for a knuckle sandwich. |
| | |
| FOUR IRON | Hoy likes to sporadically jump between the two |
| | corners, randomly hopping down and swinging his |
| | cane in a golfer's fashion at your head. He will |
| | do this four times before reverting to his default |
| | fighting stance, although a well-placed jab will |
| | stop him in his tracks. |
| | |
| LEGACY OF CANE | This attack will occur during the last two minutes |
| | of the fight, and it is signified by Hoy swinging |
| | his cane while muttering a brief grunt. He will |
| | then dish out four sets of three cane strikes, all |
| | of which are random (he will strike high twice and |
| | low twice, but not in any particular order.) Block |
| | the incoming attacks as best you can before |
| | returning fire with some punches of your own. |
| | |
'-----------------------'------------------------------------------------------'
Of course, all this is helpful, but what you're looking for is the real meat of
the walkthrough, provided by reader James Ramig!
================================ SPEED STRATEGY ================================
Open with two left jabs (tough to do, as he dodges and blocks well), followed by
blocking high on a Triple Cane attack, followed by a Low Cane shot that should
be countered with a Right Body Blow (use Left Jab to end his stun). Now Left
Jab Hoy before repeating the Right Body Blow counter on a Low Cane, followed by
a Left Jab to finish off the stun. Then it will be a Left Body Blow to counter
his High Kick, which leads to a Super Uppercut create a spinning dizzy spell,
so time the Super oo to catch him as he spins back around, knocking him down for
the first time.
Open with two Left Jabs (again, it is tough to get these in), followed by
blocking the three low Cane shots before countering his Left Jab with a Right
Jab for a stun. Quickly follow this stun up with a Super Hook, as it will get
the second knockdown on Quarlow.
Open with two Left Jabs once more, but the first Left Jab is designed to stop
the incoming attack from Hoy (so it is not an immediate attack), while the
second Left Jab will hit Hoy in the mush. Follow this attack with an immediate
Super Uppercut to floor the ancient Asian with a TKO!
================================================================================
Well, I hope you're proud of yourself, bludgeoning a senior citizen like that!!
Honestly, the youth of today, eh?!
* * * * * *
______________
/ MATCH THREE / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Rick Bruiser
Age: Unknown
Weight: 210 lbs
Nationality: Unknown
Pre-match Quote: "My brother may be Champ, but only 'cause I
let him win. Really I am the best!"
Victory Quote: "Having a rough day, buddy? I'll tell my
brother that you said 'Hi.'"
Difficulty: Hard
Time to beat: 13.48 [set by Brian]
Mention Rick Bruiser to your local retro gaming lover, as he will most likely
turn a funny colour and his palms will start to sweat a little. Y'see, folks, if
you thought the opposition you had faced so far was pretty staunch, you'll be
forgiven for collapsing in a fit of tears after your first match with Rick (who
has an excellent name, by the way!)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACK PATTERNS
---------------
This bald bad boy throws Left Jabs in sets of two, followed by a Right Body
Blow.
A Right Jab will be followed by a Left Cross.
If he takes hit that results in a non-stun situation (end of stun hitting is the
exception), he will rear back and throw a Jab immediately (thus you better be
ready to dodge).
Around the following times into the match you can expect an Earthquaker: 0:30,
1:00, 1:30, 2:00, 2:30, 2:55.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Rick sure is one tricky customer, and his special attacks are overwhelmingly
powerful at first, so it'd probably be useful to known in advance what to expect
from the big fella'. Oh! Whaddya' know?! Look what I've got here for you... how
thoughtful of me ;)
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| TRIPLE REAGAN | Rick pinches one of Masked Muscle's ideas and |
| | expands upon it, except he throws a body blow |
| | (block low), a jab (block high) and then an |
| | horrific uppercut (dodge.) He telegraphs it by |
| | shaking slightly and becoming slightly translucent |
| | in his appearance, so there's no reason why this |
| | one should be a problem. |
| | |
| HANDBREAKER | This one looks so, so painful, just watching it |
| | makes me cringe. If Rick shivers slightly after |
| | blocking one of your punches, dodge immediately |
| | to avoid Rick's rapidly descending elbow, which |
| | will not only kill your Special gauge, but also |
| | incapacitate the affected hand for about ten |
| | seconds. |
| | |
| UPPERCUT 'N ELBOW | It's fairly self-explanatory, but this attack will |
| | clean your clock if you don't dodge the initial |
| | punch, then quickly dodge again to avoid the |
| | downswing of his meaty appendage (ewwww... surely |
| | not THAT* meaty appendage.) This elbow does not |
| | affect your hand, unlike the instance above. |
| | |
| | [*No, just no – Brian] |
| | |
| EARTHQUAKER | When Rick makes a couple of small hops before |
| | leaping high into the air, this is your cue to |
| | dodge to the side, as the Bruiser brother will |
| | land on the mat, causing it to shake. This jolt |
| | paralyses your boxer for a short time. If he |
| | successfully immobilises you, he will hit you |
| | with the mother of all uppercuts, which will floor |
| | you regardless of your current stamina level. |
| | |
'-----------------------'------------------------------------------------------'
Blimey, that's an awful lot to take in! Don't worry if it takes you many, MANY
attempts to polish of this humungous combatant. It certainly took us a while...
(just Rich, I actually smoked the two Bruiser brothers when I got this game
years ago - Brian)
================================ SPEED STRATEGY ================================
Throw a Left Jab, immediately dodging to avoid his counter Jab, followed by a
Right Jab from you to counter his Left Jab, then two more Right Jabs. This will
immediately lead into another Left Jab to be countered by a Right Jab, then two
more Right Jabs, and then he will attempt a Right Body Blow, so counter it with
a Left Body Blow, followed by a Hook to dizzy the mammoth man. Throw a Hook
just as he begins to turn back towards your boxer, connecting with his stomach
as he returns for the knockdown (if timed properly).
Wait for a second for Rick to throw his Left Body Blow, requiring a well-timed
Right Body Blow to counter, then a Left Body Blow, and then a Hook to get the
second knockdown.
Wait for Rick to start flashing, requiring the blocking of his next two punches,
a Left Body Blow (stand there to block) and a Right Jab (hold UP). This is
followed immediately by an Uppercut of his, so dodge it, Jab him (either hand),
and then use a Hook/Uppercut to send him into TKO land!
================================================================================
Next up, it's time to face big bro', who's not exactly thrilled to see you.
Whatever you do, don't expect a friendly welcome when you step in the ring for
the final time...
* * * * * *
_____________
/ MATCH FOUR / Fighter Info
¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Nick Bruiser
Age: Unknown
Weight: 210 lbs
Nationality: Unknown
Pre-match Quote: "...................."
Victory Quote: "Don't EVEN try..."
Difficulty: Very Hard
Time to beat: 8.50 seconds (a few users contributed this)
I don't know why, but I'm utterly CONVINCED that Nick Bruiser is some kind of
evil robot. I think maybe it's the metronomic head-swinging when he's knocked
you down, or the way he walks, or just the fact that he's _so_damned_tough to
beat! Either way, you're gonna need to put up the fight of your life if you
want to take on Nick and live...
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACK PATTERNS
---------------
Around the following times into the match you can expect a Power Punching Act:
0:00, 1:30.
Around the following times into the match you can expect a Dashing Forearm:
0:25, 1:00, 2:00.
Around the following times into the match you can expect a Crushing Combo: 1:15,
2:15, 2:45.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
I'm sure that you don't need ME to tell you that the elder Bruiser's attacks
are something really quite special. Some of these will put you out for the
count immediately, so it is imperative that you learn how to avoid these to
stand a chance against him.
,---------------,
| SPECIAL MOVES \_____________________________________________________________
| ------------- | |
| | |
| POWER PUNCHING ACT | Nick will sacrifice any defence he would normally |
| | use, allowing open shots to his face and body. The |
| | flipside to this is that his jabs and body blows |
| | becoming notably more powerful, so dodge them |
| | while you assault him with shots of your own. These |
| | punches remove about a fifth of your stamina each, |
| | and they cannot be blocked. |
| | |
| DASHING FOREARM | Nick will suddenly jump to the back of the ring, |
| | then lunge at you at terrific speed in an attempt |
| | to cave in your cranium. If you manage to dodge |
| | this (and avoid being knocked down outright) he |
| | will immediately use a double set of crosses, which |
| | you should duck to avoid any unnecessary damage. |
| | Note that a properly timed Jab will drill his glass |
| | jaw, knokcing him to the mat, but it is VERY risky |
| | to attempt this (thanks to Mikko Ryokas for this |
| | tidbit). |
| | |
| HANDBREAKER | When Nick blocks one of your attacks, he will |
| | sometimes raise his arm into the air, followed |
| | by smashing it down onto one of your hands. This |
| | immobilises your hand just like Rick's attack, |
| | except Nick is not shy to do this twice in a row |
| | to leave you totally incapacitated. |
| | |
| DANCIN' DOUBLE CUT | Not a jovial fellow in the slightest, but Nick |
| | still seems to feel the need to indulge himself in |
| | a dainty tap-dancing routine before unleashing two |
| | very lethal uppercuts. Dodge his fists of fury |
| | quickly and precisely, or face almost certain |
| | re-acquaintance with the floor. |
| | |
| CRUSHING COMBO | Nick will stand still as he moves his fists around |
| | briefly before unleashing six sets of body blows |
| | or jabs that will damage you even if you guard |
| | correctly. Dodge these if you can, before evading |
| | the uppercut that follows. This is where most |
| | people come unstuck against lil' Nicky, so play |
| | around with your dodge timing until you get it |
| | just right. |
| | |
'-----------------------'------------------------------------------------------'
Finding this final battle just a little on the tough side? Don't worry, you're
certainly not the only one. Fortunately, numerous readers have sent in a new
and strategy to make things even faster!
================================ SPEED STRATEGY ================================
Something to note with the champ is that he will throw either a powerful Jab or
a powerful Body Blow with either hand for the first 25 seconds (punches that are
all you have to deal with if you fight properly). So, the punches will not be
referred to by name unless they have some sort of relevance at that point in the
fight (one instance of this).
Begin with two left Jabs, followed by countering his incoming punch (though you
will likely have to guess at which one it is, making it a tough to do this
strategy, though the time it draws in is worth it), and return fire with three
punches on the stun (use Body Blows if he goes low, jabs he goes high,
remembering that he is a boxer requiring the alternating shots). Now use two
more Left Jabs, countering his incoming punch, throwing three alternating
answers to dizzy the behemoth. Throw an Uppercut as he starts to return to the
fight with his nonchalant trot, knocking him down.
Throw 2 left jabs when he returns, countering his next punch, followed by using
Rapid Uppercuts. Provided he does not block them too early, he will get
dizzy and stumble backwards, which means you Uppercut him as he returns to the
fight for the second knockdown, getting the 10 Count for the KO!
================================================================================
Congratulations!! You've scrapped your way through the whole game. Now all
that's left is to sit back, relax and watch the credits roll!
* * * * * *
______________________________________________________________________________
/_____________________________________________________________________________/
'|| ||' || .
||| ||| ... .... ....
|'|..'|| || ||. ' .| ''
| '|' || || . '|.. ||
.|. | .||. .||. |'..|' '|...' @
________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
______________________________________________________________________________
/_____________________________________________________________________________/
C h e a t s & S e c r e t s
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
* * * * * * * * * * * * * * *
Somewhat surprisingly, there aren't really any cheats in this game, although
there are one or little things that might be of note...
JAPANESE CHARACTERS IN NAME ENTRY
---------------------------------
Highlight "New Game" and press [X] and [A] simultaneously.
SOUND TEST MODE
---------------
When the Nintendo logo appears, hold the [L] + [R] buttons on Controller 2 and
listen to the sound effects and music using Controller 1.
SPECIAL ENDING SCENES
---------------------
To see these special ending scenes, simply beat the Special Circuit without
suffering a defeat. It'll show new scenes pieced together with the frames
normally shown.
* * * * * *
______________________________________________________________________________
/_____________________________________________________________________________/
C r e d i t s
=-=-=-=-=-=-=
* * * * * *
Rich would like to thank...
---------------------------
- Brian, for being a tremendous co-writer and near-deity when it comes to all
things Nintendo!
- CJayC, for running the best damned gaming website out there, and for hosting
this lovely piece of work so that you could read it.
- Steven Ng, for putting my stuff on IGN, and providing me with invaluable help
and support throughout the time I've been writing these things.
- My other friends on GameFAQs, such as Devin Morgan, Colin Moriarty, Zoop,
Trace, Crazyreyn, Deflux, Snow Dragon, Adrenaline SL, Aggrosk8er, BurningFox,
Andrew Schultz, Falsehead, Gobicamel, SinirothX, Tom Hayes and AlaskaFox.
If I've missed someone out, come on AIM and verbally kick my arse about it!
* * * * * *
Brian would like to thank...
----------------------------
- Rich, for working with me on this excellent guide.
- Cannibal Chris for a miniscule correction on Super Macho Man
- Lance Eustache for a slight correction on Gabby Jay
- James Ramid for a new Hoy Quarlow Speed Strategy
- Mikko Ryokas for his info on countering Nick Bruiser's Dashing Forearm
- Glenn Willey for his correction on Bob Charlie's Twist and Shout! attack
- Glenn Willey for his reminder on Piston Hurricane's Hurricane Rush punch
- Glenn Willey for his reminder on Narcis Prince's calming down after his
Vanity Rush subsides
* * * * * *
THAT'S ALL, FOLKS!!
________________________________________________________________________________
(C)2004 Richard Arnatt & Brian Sulpher. All Rights Reserved.

Submitted by Guitarfreak86 & bsulpher - Published on 01/8/08See all Super Punch-Out!!